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Sebast1an

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Everything posted by Sebast1an

  1. In the beginning of Adlernest the tank next to allied spawn makes a hole in the wall. The tank is not used for anything, it's a 100% cosmetic feature on the map start. From what I understood from the messages above, that wall can be destroyed before the tank hits it and that causes the server to crash somehow or something? Please clarify whether I'm on the right track. Edit: This exact thing: https://www.youtube.com/watch?v=ebLB5bSIVq0
  2. Thank you. Hoping this will bring us more passed votes in the future.
  3. I suggest changing it to 51%. I see no reason why it would be 60% since isn't the point of the vote to do what majority wants to do?
  4. Is that 60% of axis+allies or 60% of everyone on the server?
  5. Thanks for clarifying it for me Jessica. However, like Ande already pointed out, why would you count the specs when specs can't vote and won't be affected by a shuffle for example? I feel like 50%+ of axis+allies would be a better fit for the server. So 15v15, you'd need 16 votes for a vote to pass.
  6. Heya, I was just wondering what the vote pass% is on the main server? How much of a majority is needed for a vote to pass?
  7. That's an excellent idea. Shame it isn't possible.
  8. Yeah, me too. But your comment confused me as there's literally 2 options saying "remove goldrush". Loving the 70% combined support they have too!
  9. I hope removing one goldrush won't mean you'll replace it with another. I think one goldrush on the rotation is plenty.
  10. Personally I like the same small maps. They make this game interesting for me to play as you can see the enemy within 5 seconds from spawning and there's no useless running time to the objective. What I don't like are maps where the ending objective is in a small area behind chokepoints and far away from the offensive spawnpoints. Think Venice or Snatch. Usually the maps that are not played often are fit for bigger matches - which translates to the fact that they're huge. And huge means boring as every time you die it's another 20sec run until you see even see the enemy. And 40sec-1 minute until you can reach the actual objective should you get that far. The repetitive running from spawn to the action after every death is the main reason I don't like the bigger maps, even if the map objective is good. Another reason why I generally don't enjoy playing big/new maps is that there is always that learning curve present where the first 20 times a map is played it's one-sided on either side. And that depends on which team has the 3 guys who know the objective while the rest don't. And as the learning curve progresses the defence always gets better and then that basically means 20 minutes wasted on a map where allies get literally nowhere. We saw this exact thing happen with that map with tank escort/barrel of oil at the end (can't remember the name) when that map was on the server. I hope you don't force the new maps too much.
  11. Honestly I thought he got banned for being annoying as shit but apparently Charlie had a valid reason. In any case thank you.
  12. Always keep your aim at the head level. Will help you to get those headshots. Also someone elses sensitivity won't be perfect for you. You need to find what feels natural for you and just practice with it. Usually lower sensitivity helps your accuracy but in return you won't be able to do any speedy turns. So ideally find something in the middle. Also you can adjust your up/down sensitivity so it doesn't have to be as fast as left/right. Generally you'd want less movement up/down than left/right.
  13. When there are multiple exits, you are free to do whatever you like except mortar. Mortaring near a spawn is always bad. Some maps "technically" have several exits, all of which lead to the same area. These are the exceptions to the rule.
  14. In fixed spawns you can only shoot the people who shoot you first. I'm not sure what spawnraping means but if you're getting killed in your own spawn without shooting at anyone, then your killer is breaking the rules. Which happens all the time but is difficult to keep an eye on. You just need to kill them first.
  15. If you have a Legacy client, you can just use alt+tab to get back to your desktop.
  16. From watching the demos again, it doesn't look like a wallhack since his reaction times are reasonable. Also what looked like tracing/anticipating ingame turned out to be random movements/predictions from watching the demos. Also some suspicious stuff he could hear and I couldn't since I listen to music while playing. His aim doesn't do weird things while shooting so I guess aimbot is also out of the question. Just a 46% accuracy on a 20min map is impressive. And overall he's got a nice aim. Cheers all for taking the time to look at the demos. Appreciate it.
  17. p1az He's either a really good player or he's using some sort of cheat. ~46% accuracy... Please take a look and act accordingly. : ) Additionally, here's a demo of a full Goldrush (file size too big to be uploaded on the forum): https://gofile.io/d/VgP1h7 p1az.dm_84 p1az_3.dm_84
  18. There's a green arrow over disguised enemies visible to every class now. Is this intended?
  19. Had this bug once before. It was caused by allies trying to secure both gold crates at exactly the same time (I think). For some reason both crates disappeared like they were secured but the truck only took one and the second vanished. Wasn't near/on the truck or in the bank. Don't know if it's the same case here or something that happens every time the map is played..
  20. This is great news, thank you. If you don't mind me asking, what was the problem?
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